userIan Hendersoncancel
branchrust_reboot/main/beescancel

104 Commits over 31 Days - 0.14cph!

5 Days Ago
Added some tooltips to hive info
5 Days Ago
Added tooltips
5 Days Ago
Further panel adjustments
5 Days Ago
- New deployed beehive lootpanel (wip) - New icons - New stats (not linked up) - Use input and output grids
5 Days Ago
- Missed file settings - Lootpanel changes
5 Days Ago
Some minor optimisation to Tree addition spawning
5 Days Ago
- Proper deployed beehive guide mesh - Proper deployed beehive item icon
5 Days Ago
- Setup proper despawn rarities - Remove from loot tables
6 Days Ago
cookingv2 -> bees
8 Days Ago
Can now sell honey to Bandit Camp (same idea as fertilizer)
8 Days Ago
cookingv2 -> bees
10 Days Ago
Reduced cook time to 1 second
10 Days Ago
- Prefab cleanup (split client + server nicely) - Add temporary bee buzzing sounds to beehives, natural hives and swarms
10 Days Ago
Can now cook Honeycomb in a furnace to produce Jars of Honey quickly
10 Days Ago
- Changed honeycomb stack size to 100 - Removed logs
10 Days Ago
Trees call combat entity die on tree destruction rather than kill
10 Days Ago
hackweek_swarms -> bees
14 Days Ago
Missing files
14 Days Ago
- Created Nucelus Grading system (grade initial hive based nuclei to 0 xp, grade 3) - Increase a Nucleus's XP when honeycomb is created - Swapped Nucleus to use ItemMod - Created Nucleus Information Panel - Display Raw Nucleus XP if it has any - Comments added to Tree Entity changes - Lootpanel added to GameUI
15 Days Ago
- 100% chance for natural beehive to spawn on oak_c (just for testing) - Honeycomb worldmodel fixes - Added ability to change tree additive rotation - Better handling on death of the tree - Natural hive drops two sets of honeycomb
15 Days Ago
Created system that allows trees to spawn/handle an entity attached to them (will be used for natural hives)
15 Days Ago
cookingv2 -> bees
16 Days Ago
Beehive now stings you if you take honeycomb
16 Days Ago
cookingv2 -> bees
17 Days Ago
- Nucleus amount type set to genetics - Natural Beehive changes - Honeycomb changes - Adjust deployed hive volumes
17 Days Ago
- Swapped to a flags approach - Set max inventory size to 7 to sort the last greyed out icon
17 Days Ago
Fixed incorrect Lootpanel phrases
17 Days Ago
Bee swarm scale effects with springs
17 Days Ago
Integrate my item mod swap changes with jakes
17 Days Ago
cookingv2 -> bees (merge conflicts)
17 Days Ago
Implement simple programmer and more advanced designer friendly springs. Will use these for scale animations
18 Days Ago
- Profile socket mod inside, i'm going to be using it a lot - Natural beehive file cleanup
18 Days Ago
main -> bees
22 Days Ago
Missing files
22 Days Ago
- Huge simplification of bee generation - Depends on Nucleus now
22 Days Ago
- Changed wording to nucleus rather than nuclei, as it is singluar after all - Setup proper worldmodel scripts on nuclei and jar of honey - Created beehive lootpanel
22 Days Ago
- Changed honey jar sounds - Nuclei item cleanup
22 Days Ago
New honey jar icon
22 Days Ago
Missing files
22 Days Ago
- Setup honeycomb and honey consumption - Setup extract modifier on honeycomb which has a chance to drop a nuclei - Updated nuclei path - Changed item names
22 Days Ago
- Cleanup item ItemModSwap - Added support for weighting, can make one item more/less likely to drop
22 Days Ago
Added nuclei prefab Moved beehive natural path
23 Days Ago
- Added honeycomb image + world model (just using natural hive for it) - Added jar of image item, image + world model
23 Days Ago
cookingv2 -> bees
24 Days Ago
cookingv2 -> bees
25 Days Ago
cookingv2 -> bees
26 Days Ago
- Added natural beehive (drops honeycomb) - Honeycomb description - Manifest
27 Days Ago
Angry bee swarm experiments
29 Days Ago
- Code cleanup - Can pickup hive if theres no honeycomb left inside (you lose the bees inside on pickup)
29 Days Ago
- Added honeycomb - Beehive now stores items (honeyomb) - Beehives generate more honeycomb the more bees are inside - Bee's wont generate unless theres some initial honeycomb inside the hive